Orange Box Walkthrough :

This walkthrough for Orange Box [PC] has been posted at 18 Mar 2010 by geekster and is called "Team Fortress 2 FAQ/Strategy Guide". If walkthrough is usable don't forgot thumbs up geekster and share this with your freinds. And most important we have 32 other walkthroughs for Orange Box, read them all!

Walkthrough - Team Fortress 2 FAQ/Strategy Guide

Page 1

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Team Fortress 2 FAQ/Strategy Guide
For the PC
By Raining Metal
Version 1.81
===================
>Table of Contents <
===================
1.0 Introduction
1.1 Version History
2.00 Basics
2.10 Controls
2.11 Heads Up Display
2.20 Class Info
2.21 Scout
2.22 Soldier
2.23 Pyro
2.24 Demoman
2.25 Heavy Weapons Guy
2.26 Engineer
2.27 Medic
2.28 Sniper
2.29 Spy
2.30 Voice Commands
2.40 Differences between Computer and Console Versions
2.50 The Loadout
2.51 Hats & Accessories
2.52 Crafting
2.53 Training
3.0 Multiplayer
3.1 Modes
3.2 Maps
3.3 Achievements
3.4 Taunts
3.5 Item Pickups
3.6 The Scoreboard
3.7 Glossary
3.8 Machinima and Videos
4.00 Strategies
4.10 Class Tips
4.11 Scout Tips
4.12 Soldier Tips
4.13 Pyro Tips
4.14 Demoman Tips
4.15 Heavy Tips
4.16 Engineer Tips
4.17 Medic Tips
4.18 Sniper Tips
4.19 Spy Tips
4.20 Map Tips
4.21 CTF Tips
4.22 CP (Push) Tips
4.23 CP (Assault) Tips
4.24 Payload Tips
4.25 Payload Race Tips
4.26 Arena Tips
4.27 King of the Hill Tips
4.30 Other Tips
4.31 Spy-Checking
4.32 Using Sentries
4.33 Using Dispensers
4.34 Using Teleporters
4.35 The Ubercharge and Kritzkrieg
4.36 Miscellaneous
5.1 And The Rest!
5.1 F.A.Q
5.2 Email Guide
5.3 Website List
5.4 Credits
5.5 Legal Disclaimer
To search for the section wanted in this Guide, Highlight the Number beside the
subject (Such as 1.0) and press Ctrl + C, then F, and then V. This will
activate a search system to look for the text put in (in this case, a number
with a decimal) and simply click “Next”.
==================
1.0 > Introduction <
==================
It's been a long while since I made my last guide, but I've made a comeback!
Team Fortress Classic, an unforgettable explosive multiplayer action game, was
a smash hit, and people have waited around a decade for its sequel! Also, I
made this guide because the PC version of the game (and the Orange Box) only
came with a pamphlet going over the controls as its instructions manual.
Hopefully, this guide will act as a good substitute for a manual. Well, here it
is folks, and enjoy my guide!
---------------------
1.1 > Version History <
---------------------
Version 1.81
Added the content included in the Worms: Reloaded deal.
-------------------------------------------------------------------------------
Version 1.80
Added the content included in the Engineer Update. Cowboy up!
-------------------------------------------------------------------------------
Version 1.77
Added the Golden Wrench.
Initiating Engineer Update research...
Mann Co. Contacted. New objective obtained: "Distribute copies of guide to Mann
Co. immediately."
Mission failed. RainingMetal is now under Mann Co. command.
-------------------------------------------------------------------------------
Version 1.76
Added the content included in the Mac Update. Added the Training section.
-------------------------------------------------------------------------------
Version 1.75
Added the content included in the second Community Update. Valve's really going
to town down there!
-------------------------------------------------------------------------------
Version 1.74
Added the tweaks needed for the latest patch. Added details on the current drop
system.
-------------------------------------------------------------------------------
Version 1.73
Added the content included in the 119th Update.
-------------------------------------------------------------------------------
Version 1.71
Added the content included in the latest update.
-------------------------------------------------------------------------------
Version 1.70
Added the content included in the Sam & Max deal.
-------------------------------------------------------------------------------
Version 1.68
Added the content included in the first Community Update. Made extra
specifications on Unlockable Weapons.
-------------------------------------------------------------------------------
Version 1.66
Added the three new Hats.
-------------------------------------------------------------------------------
Verison 1.65
Made adjustments according to the latest patch.
-------------------------------------------------------------------------------
Version 1.64
Added more and more tips! When will it end?!
-------------------------------------------------------------------------------
Version 1.63
Made a few adjustments according to the latest patch.
-------------------------------------------------------------------------------
Version 1.62
Added even more tips to the guide.
-------------------------------------------------------------------------------
Version 1.61
Made a few adjustments to the guide.
-------------------------------------------------------------------------------
Version 1.60
Added the content included in the War Update (Soldier vs Demoman). Added
Crafting and other new additions to this guide.
-------------------------------------------------------------------------------
Version 1.57
Added new ASCII art to the title.
-------------------------------------------------------------------------------
Version 1.56
Produced the Hats & Accessories section.
-------------------------------------------------------------------------------
Version 1.55
Added the extra content from the "Halloween Haunt" pack.
-------------------------------------------------------------------------------
Version 1.52
Made various adjustments in accordance with the latest patch.
-------------------------------------------------------------------------------
Version 1.51
Added various notes on the sins of idling (too bad I was also a sinner due to
the ignorance of the GameFAQs community).
-------------------------------------------------------------------------------
Version 1.50
Added the content included with the Classless pack (King of the Hill, more
Hats, etc).
-------------------------------------------------------------------------------
Version 1.46
Made a few edits regarding the latest patch.
-------------------------------------------------------------------------------
Version 1.45
Added the Heads Up Display and Scoreboard sections.
-------------------------------------------------------------------------------
Version 1.44
Made a few more adjustments to the new weapons, added more tips, and put the
reintroduced milestone system into consideration (much to everyone's relief).
-------------------------------------------------------------------------------
Version 1.43
Added the content included with the Assassin's pack (Payload Race, the new
weapons, hats, and the new unlock system, etc).
-------------------------------------------------------------------------------
Version 1.33
Added the Item Pickups section, made adjustments to the Disguises section, and
made a few other notes on the latest patch.
-------------------------------------------------------------------------------
Verison 1.32
Made a few more minor edits to various parts to this guide.
-------------------------------------------------------------------------------
Version 1.31
Added the Scout Unlockable Weapons, Achievements, and the Egypt, Junction, and
Watchtower Maps. Made a few other adjustments to this guide.
-------------------------------------------------------------------------------
Version 1.29
Made a few more minor adjustments. The next version of this guide will cover up
the Scout update.
-------------------------------------------------------------------------------
Version 1.28
Made a few adjustments regarding the latest patch.
-------------------------------------------------------------------------------
Verison 1.27
Added the Differences between PC and Console Versions section.
-------------------------------------------------------------------------------
Version 1.26
Added the Tutorial Videos for each Class.
-------------------------------------------------------------------------------
Version 1.25
Added a few tips for Achievements.
-------------------------------------------------------------------------------
Version 1.24
Made a few more corrections as a minor update.
-------------------------------------------------------------------------------
Version 1.23
Added the rest of the Tips section, and made a correction regarding
Teleporters. Added the Machinima and Videos section, and much more!
-------------------------------------------------------------------------------
Version 1.20
Made a HUGE makeover to this guide. Accurate Weapon Damage, corrections, and
other missing information (such as the fact that Sticky Bombs are best against
Sentries) have been added, along with a separate Tips section! Expect to see
more updates to this guide in the future.
-------------------------------------------------------------------------------
Version 1.09
Added the extra information on the Engineer's Structures, and made extra notes
regarding the latest patch.
-------------------------------------------------------------------------------
Version 1.08
Added more class and map tips. Could use some map tips on Turbine and Fastlane.
-------------------------------------------------------------------------------
Version 1.07
Removed the Backburner health details. Added spelling corrections on "Akubra".
-------------------------------------------------------------------------------
Version 1.06
Added the Heavy Unlockable Weapons, Achievements, Arena Maps, Steel Map, and
added the Modes section. Removed the "Broken" Medic Taunt.
-------------------------------------------------------------------------------
Version 1.04
Added the Pyro Unlockable Weapons, Achievements, and the Turbine and Fastlane
Maps.
-------------------------------------------------------------------------------
Version 1.03
Added the Medic Unlockable Weapons, Achievements, and the Goldrush Map.
-------------------------------------------------------------------------------
Version 1.02
Added some bits by Thomas Page and Michael "EN4CER420" Bilberry.
-------------------------------------------------------------------------------
Version 1.01
Changed the Guide Status. Added the Suggested amount of Players status for each
Class, as well as more tips and more key commands.
-------------------------------------------------------------------------------
Version 1.00
Initial Release
=============
2.00 > Basics <
=============
These will provide some of the basic tips and know-hows to own some noobs in
this game.
---------------
2.10 > Controls <
---------------
These are the default controls for Team Fortress 2. Note that the controls can
be changed via the Options menu.
Mouse: Look around.
W: Move Forward.
A: Move Left.
S: Move Backward.
D: Move Right.
Primary Mouse Button: Fire.
Secondary Mouse Button: Special Ability.
Space Bar: Jump.
Ctrl: Crouch (Hold).
E: Call for Medic.
R: Reload.
Q: Switch to previous weapon (Quickswitch).
G: Taunt.
L: Drop Intelligence.
T: Draw Spray.
Y: Talk to all.
U: Talk with team.
M: Change Class Weapon sets.
B: Quick Redisguise, Apply weapon to Disguise (Spy only).
Z,X,C: Voice Commands.
1-5: Weapons.
,: Change Class.
.: Change Team.
TAB: Toggle Scoreboard
Esc: Pause menu.
~: View data console.
F5: Take a Screenshot.
The crosshairs can also be changed in the options menu. By default, the
crosshairs changes depending on what weapon is being used. Custom crosshairs
will not change regardless of which weapon is being used, and can also be
coloured differently. There are different shapes for each crosshair available.
-----------------------
2.11 > Heads Up Display <
-----------------------
This is a brief description of the Heads Up Display, which is visible
throughout any adventure in the world of Team Fortress 2.
The following are displayed in the HUD:
-Current Health (bottom-left)
-Current Class (bottom-left)
-Location & Status of Intelligence/Status of Control Points/Status of Payload
Carts (bottom-centre)
-Current Ammo (bottom-right)
-Weapon (bottom-right)
-Crosshair (dead centre)
-Time left in the round (top-centre)
-Recent kills and events (top-right)
-Currently used voice-cheat (right)
-Special Ability Bar (left of Ammo, certain Classes only)
-Current Sticky Bombs planted (left of Ammo, Demoman only)
-Trajectory of current Sticky Bomb launch (under Ammo, Demoman only)
-Status of Structures (top-left, Engineer only)
-Current metal (left of Ammo, Engineer only)
-Revenge Shots remaining (above Ammo, Engineer only)
-Ubercharge meter (bottom-right, Medic only)
-Any Medic calls (all over the place, Medic only)
-Sniper Rifle charge (dead centre, Sniper only)
-Huntsman charge (under Ammo, Sniper only)
-Current Diguise (right of Current Class, Spy only)
-Sapper status (top-left, Spy only)
For the Special Ability Bar, the HUD will beep once it is full. Very useful for
Buff Banners, Jarate, and Sandman Balls.
-----------------
2.20 > Class Info <
-----------------
Now onto the big parts of this guide, the list of characters! When choosing,
try to pick a Class no one else on the team is using. Please not that all
damage for each weapon is recorded for each bullet, swing, bomb, particle,
etc., and that all Speeds apply when moving FORWARD. Reloading can be cancelled
by firing.
Offence Classes include the Scout, Soldier, and Pyro. Their primary strengths
are to create chaos and destruction, as well as rattle the enemy's cages. They
are also quite mobile, making them prime candidates for seizing objectives.
Defence Classes include the Demoman, Heavy, and Engineer. These classes often
stay put or hardly move, and can deal a lot of damage at once. They are also
ideal for defending objectives.
Support Classes include the Medic, Sniper, and Spy. Support Classes can turn
tide of the battle in seconds, whether it be providing health and
invulnerability, or assassinating certain targets.
------------
2.21 > Scout <
------------
The Scout, a teenage punk from the east USA, likes to torment his opponents and
ridicule n00bs. He also scoffs at slow characters like the Heavy, who he also
enjoys to tease (though he also loathes the rest of his enemies).
In TFC, the Scout was made for Capturing the Flag, Getting the Flag to the
Control Point, and little else! In TF2, he can do much more than that. Thanks
to his newer and more useful weaponry, he's deadly at close range. Those who
like to rush their victims and getting up close will enjoy playing as the perky
vandal. In addition, he can double-jump, and while doing so, can change
directions. Last, but not least, he can Capture Control Points twice as fast.
His set of unlockable weapons are capable of enhancing the Scout's mobility, or
imparing the mobility of his enemies.
Maximum Health: 125 (110 with Sandman equipped).
Maximum Overheal: 185 (165 with Sandman equipped).
Speed: 133%.
Suggested Players: 1-2.
Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Scout
Weapons:
************
*Scattergun*
************
Clip Size: 6.
Carrying Capacity: 32.
Power:
-Close Range: 85-105.
-Medium Range: 10-40.
-Long Range: 3-10.
-Mini Crit: 8/pellet.
-Critical Hit: 18/pellet.
Accuracy: Low.
Rate of Fire: Semi (slow).
Range: Very Short.
Reload Speed: Varies.
Weapon Slot: 1.
Alt-Fire: None.
During his intense childhood, the Scout enjoyed blowing his game away with
buckshot. Tired of the regular Casali Shotgun, the Scout later switched to the
more rustic Reinhart Shotgun, a sawed-off Shotgun with a wider spread in its
ejection of shots, and no need to pump after each shot. Reloading is a simple
procedure of using the lever underneath the trigger.
The Scattergun, as explained above, is what makes the Scout deadly up close.
Like all "Shotgun Reloading" weapons, don't be afraid to press R whenever
possible. The Scattergun is better up close than the regular Shotgun. It also
doesn't need to pump.
********
*Pistol*
********
Clip Size: 12.
Carrying Capacity: 36.
Power:
-Close Range: 20-22.
-Medium Range: 10-15.
-Long Range: 8-9.
-Mini Crit: 20.
-Critical Hit: 45.
Accuracy: Medium.
Rate of Fire: Semi (fast).
Range: Medium.
Reload Speed: Fast.
Weapon Slot: 2.
Alt-Fire: None.
As Scouts began to perish underneath the influence of Snipers, Sentries, and
middle fingers, the ones who still lived began to revolt. In response, TF
Industries issueD each Scout with a Pistol for long-range attacks.
The Scout's Secondary Weapon. This is useful when shooting bad guys from afar,
or when the Scattergun is empty. It reloads much faster than the Scattergun as
well. It can also be used when on the run.
**************
*Baseball Bat*
**************
Clip Size: N/A.
Carrying Capacity: N/A.
Power:
-Close Range: 24-46.
-Mini-Crit: 47.
-Critical Hit: 105.
Accuracy: N/A.
Rate of Fire: Swing (fast).
Range: Melee.
Reload Speed: None.
Weapon Slot: 3.
Alt-Fire: None.
Most Classes are advised to bring their own close-quarters weapon for self-
protection, and the Scout is no exception. Bringing an old, elementary-age
hobby back from the dust, the Scout now uses his little-league Baseball Bat to
whack the heads of his enemies instead of balls (no, not those balls).
Because of the Scout's Speed, his melee weapon is more important to him than
melee weapons would be to other classes. Even though this has the least amount
of damage output, the Scout's speed takes care of that. Also, the Baseball Bat
swings faster than any other melee weapon. Playball!
****************
*Force-A-Nature*
****************
Clip Size: 2.
Carrying Capacity: 32.
Power:
-Close Range: 82-101.
-Medium Range: 10-39.
-Long Range: 3-10.
-Mini Crit: 7/pellet.
-Critical Hit: 16/pellet.
Accuracy: Low.
Rate of Fire: Semi (fast).
Range: Very Short.
Reload Speed: Medium.
Weapon Slot: 1.
Alt-Fire: None.
Can be acquired through: 10 Scout Achievements, Random Drop, Crafting.
Replaces: Scattergun.
Level: 10.
Even though the Reinhart Shotgun packed a punch, Scouts still complained about
the lack of raw firepower and force of the weapon. None other than Mann Co.
could solve that problem with their new variant: The Force-A-Nature. Though it
carried much less Ammo and was a little more difficult to reload than the
Reinhart (some didn't mind, seeing it as a bigger challenge), it has a slightly
mightier punch and extreme force capable of affecting immovable objects.
The Force-A-Nature is the more ruthless cousin of the Scattergun. While it can
only hold two shells at a time, and that it takes a long time to reload this
shotgun, the Force-A-Nature is capable is blowing away its targets (that is,
anyone hit by the Force-A-Nature will be blown backward, literally). With the
extra knockback feature, the Force-A-Nature can act as a third jump for the
Scout (on top of his Double-Jump ability, as long as he is in midair). The
triple jump is only possible when the Scout is already in midair.
The Force-A-Nature shots are more concentrated than the Scattergun's shots (and
the gun itself fires faster), so the Force-A-Nature is even more effective up
close than the Scattergun! When reloading, the Force-A-Nature automatically
reloads both of its shells, so if there's a shell in the gun when the Scout
reloads, it will be discarded.
FaN shots cannot juggle targets, and the distance the target is launched is
determined by how much damage the target took.
************
*Lugermorph*
************
Clip Size: 12.
Carrying Capacity: 36.
Power:
-Close Range: 20-22.
-Medium Range: 10-15.
-Long Range: 8-9.
-Mini Crit: 20.
-Critical Hit: 45.
Accuracy: Medium.
Rate of Fire: Semi (fast).
Range: Medium.
Reload Speed: Fast.
Weapon Slot: 2.
Alt-Fire: None.
Can be acquired through: Sam & Max: The Devil's Playhouse Pre-order.
Replaces: Pistol.
Level: 5.
After being called a "Quick little bunny" by the Spy, the Scout wanted to teach
the Spy a lesson about mocking bunnies. He asked Max for his trademark pistol,
and off he went with the Lugermorph in hand, searching for the Spy for revenge.
********************
*Bonk! Atomic Punch*
********************
Purpose: Provides temporary damage immunity.
Weapon Slot: 2.
Alt-Fire: None.
Can be acquired through: 22 Scout Achievements, Random Drop, Crafting.
Replaces: Pistol.
Level: 5.
Bonk! Punch! Why carry a Pistol to divert attackers while it's possible to
dodge those attacks completely? With its radioactive properties in a single
can, Bonk! can increase anyone's reflexes to the point where they can dodge
(yes dodge) bullets, rockets, any sort of damage at all! Comes in Cherry
Fission and Blutonium Berry flavours.
When the Scout takes a drink from this new juice can, the Scout is invulnerable
for six seconds. When he is in this condition, however, the Scout cannot attack
or pick up any Intelligence. He must also control himself in Third Person Mode.
The Scout cannot drink the Punch when he is carrying the Intelligence Case. The
Punch does not make the Scout immune to the Sentry Gun's Knockback effect or
any burning effects caused by fire.
Punch Cans are in unlimited supply, but the Scout cannot drink again for a
limited time.
*************
*Crit-a-Cola*
*************
Purpose: Provides temporary Mini-Crits.
Weapon Slot: 2.
Alt-Fire: None.
Can be acquired through: Random Drop, Crafting.
Replaces: Pistol.
Level: 5.
An alternative to Bonk! Punch! is Crit-a-Cola, capable of increasing anyone's
firepower. Of course, the adrenaline and caffine in this drink also renders
weakness to the flesh. Comes in Grindin' Grape.
When the Scout takes a drink from this new soda can, the Scout is able to fire
off Mini-Crits for six seconds. However, he is equally vulnerable to the Mini-
Crits that will always hit him in this time.
Cola Cans are in unlimited supply, but the Scout cannot drink again for a
limited time.
*************
*The Sandman*
*************
Clip Size: 1 (Baseball).
Carrying Capacity: N/A.
Power:
-Close Range (Bat): 24-46.
-Mini Crit (Bat): 47.
-Critical Hit (Bat): 105.
-Ball: 5.
-Mini Crit (Ball): 5.
-Critical Hit (Ball): 15.
Accuracy: N/A.
Rate of Fire: Swing (fast).
Range: Melee.
Reload Speed: N/A.
Weapon Slot: 3.
Alt-Fire: Launch Ball.
Can be acquired through: 16 Scout Achievements, Random Drop, Crafting.
Replaces: Baseball Bat.
Level: 15.
Saxton Hale also played Baseball, and didn't lose a single match! Wondering how
he managed to maintain such a spree, the Scout went to Mann Co to find out.
Instead of getting answers, he got the Sandman Bat, which was an answer in
itself. Turns out that Mr. Hale threw Baseball Bats at his opponents in the
field (at their heads, that is).
The Sandman is a wooden Baseball Bat that throws a Baseball at a target
whenever he wants to (right-click to launch a Ball). The Baseball is capable of
stunning its victim for a second. Scouts with Sandman Bats have their maximum
health reduced to 110.
The farther the Ball is thrown at the victim, the longer the victim is stunned.
Usually, stunned players will not be able to attack. Stunned players also move
slower. If the Ball is thrown far enough, the player cannot move either.
The Scout gets a new Baseball after ten seconds of throwing his previous one.
Baseballs can also be picked up from the ground, or can be given to the Scout
when he visits a Resupply Cabinet. Baseballs are not found in Ammo Packs or on
dropped weapons.
--------------
2.22 > Soldier <
--------------
The Soldier just wishes to be in the Second World War, just look at his
uniform! He always likes to boss people around, courtesy to the inspiration he
got from his instructor.
The Soldier hasn't changed much from TFC. Since he's got the second most
health, he's a good buddy for the Medic if a Heavy Weapons Guy isn't around.
As well as besieging enemy bases, he's also capable of defending one in a
jiffy. The Soldier also has an ability known as Rocket Jumping. Aim at the
ground (with the Rocket Launcher), and while firing, crouch and jump. This
costs health though. All of the Soldier's unlockable weapons can enhance his
performance (and the performance of his allies) on the battlefield.
Maximum Health: 200.
Maximum Overheal: 300.
Speed: 80% (80%-140% with Equalizer equipped).
Suggested Players: 2-3.
Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Soldier
Weapons:
*****************
*Rocket Launcher*
*****************
Clip Size: 4.
Carrying Capacity: 20.
Power:
-Close Range: 105-112.
-Medium Range: 50-90.
-Long Range: 45-60.
-Direct Contact: 112.
-Splash Damage: 48.
-Mini Crit: 122.
-Critical Hit: 270.
-Rocket-Jumping: 27-46.
Accuracy: High.
Rate of Fire: Semi (medium).
Range: Short.
Reload Speed: Varies.
Weapon Slot: 1.
Alt-Fire: None.
The Soldier's favourite military division was the Tankbuster force. Naturally,
the Bazooka was a frequent sight among the armed forces. The Rocket Launcher,
being the successor to the Bazooka, would begin to stick with the Soldier ever
since. The Rocket Launcher is of a Soviet design, but don't tell him that!
The Soldier's Primary Weapon. Since the Rocket is a tad bit slow, the Rocket
Launcher is only effective at closer ranges and in tight corners. But since the
Rocket Launcher packs a punch, it's an effective way to take out Heavies when
outgunned. The Rocket Launcher has a much shorter clip size than any other
"Shotgun Reloading" weapon (along with the Grenade Launcher), so reload
frequently! It's also an excellent way to take out Sentry Guns if a Spy or
Demoman aren't present, along with other slower-moving targets.
*********
*Shotgun*
*********
Clip Size: 6.
Carrying Capacity: 32.
Power:
-Short Range: 80-90.
-Medium Range: 10-30.
-Long Range: 3-10.
-Mini Crit: 8/pellet.
-Critical Hit: 18/pellet.
Accuracy: Low.
Rate of Fire: Pump.
Range: Short.
Reload Speed: Varies.
Weapon Slot: 2.
Alt-Fire: None.
Along with the Rocket Launcher, Soldiers are often seen with standard-issue
Casali Shotguns (supplied by TF Industries). Though it may have been more
practical to bring M16 Rifles, the noisy, dirty battlefields prompted Soldiers
to bring Shotguns instead.
The Shotgun is the Secondary Weapon of the Soldier. If the Rocket Launcher is
out of ammo, use the Shotgun when up close. The Soldier can also use this if he
doesn't want to hurt himself in the process of taking out his target. There's
not much else to say about the Shotgun.
*******
*Spade*
*******
Clip Size: N/A.
Carrying Capacity: N/A.
Power:
-Short Range: 43-87.
-Mini Crit: 88.
-Critical Hit: 195.
Accuracy: N/A.
Rate of Fire: Swing (medium).
Range: Melee.
Reload Speed: None.
Weapon Slot: 3.
Alt-Fire: None.
After his Nazi killing spree, the Soldier took a few of their Spades with him.
Since he found no other Melee Weapon, he took a Spade in hopes of hastily
joining an armed force. Some say he takes advice from the Spade, but the
Soldier completely denies this.
The Spade is the Soldier's fighting weapon (up close), and has pretty much the
same capabilities of most other Melee Weapons. Disclaimer: The Soldier's Spade
is not intended for digging, and cannot be used to find treasure.
************
*Direct Hit*
************
Clip Size: 4.
Carrying Capacity: 20.
Power:
-Close Range: 131-140.
-Medium Range: 63-113.
-Long Range: 56-75.
-Direct Contact: 140.
-Splash Damage: 57.
-Mini Crit: 153.
-Critical Hit: 338.
-Rocket-Jumping: 27-46.
Accuracy: Very High.
Rate of Fire: Semi (medium).
Range: Medium/Long.
Reload Speed: Varies
Weapon Slot: 1.
Alt-Fire: None.
Can be acquired through: 11 Soldier Achievements, Random Drop, Crafting.
Replaces: Rocket Launcher.
Level: 1.
Even the Soldier needs to sell out to corporations some time or another! It may
not be a mistake, as he received a care-package in response. To keep him out of
cross-team friendships, Mann Co. has given the Solder the privelege of using
the Direct Hit Rocket Launcher.
Nothing makes a Soldier feel better than when his Rockets hit the stomachs of
weaklings. Now he can enjoy it more with the Direct Hit! With its faster Rocket
velocities, the Direct Hit Rocket Launcher can really deal damage against
targets! Of course, since it must travel faster, it must sacrifice its splash
radius. Bonus points for hitting targets launched in mid-air by explosions (and
that's not just for bragging rights!).
*************
*Buff Banner*
*************
Purpose: Enables Mini-Crits for all teammates within area.
Weapon Slot: 2.
Alt-Fire: None.
Can be acquired through: 17 Soldier Achievements, Random Drop, Crafting.
Replaces: Shotgun.
Level: 5.
The Soldier also studied the duties of the Roman Centurion, a fierce officer
who drilled discipline into his cohorts, no matter the situation. Motivation
has always been boosted by the sound of a Horn boasting and the flags being
raised. Now the Soldier acts as the flag-carrier of his team, leading them to
their goal at last.
Want everybody to feel the rush of adrenaline? Want to bring on the hurt on the
enemy? Buy a Buff Banner today! The sound of the bugle and the raising of the
colours is all that's needed to enable Mini Crits to the Soldier's comrades.
Of course, he really needs to get into the mood to shout, so he'll have to kill
some people and hurt some others in order to be able to motivate his team. Once
the Soldier's Rage meter has been completely filled, he can initiate the
benefits of his Buff Banner. He'll be able to shoot again after he's blown his
horn.
**********
*Gunboats*
**********
Purpose: Decreases Rocket-Jumping damage by 60%.
Weapon Slot: N/A.
Alt-Fire: None.
Can be acquired through: Random Drop, Crafting.
Replaces: Shotgun.
Level: 10.
Between the Soldier and the Demoman, the Soldier managed to overpower his
opponent in order to receive this (not so impressive) item. Well, at least
his Rocket-Jumping habits won't be so painful.
What the description says. The Soldier and the Demoman were fighting over this
weapon, and the Soldier won.
***********
*Equalizer*
***********
Clip Size: N/A.
Carrying Capacity: N/A.
Power:
-Short Range: 33.
-Below 121 HP: 65.
-Below 100 HP: 73.
-Below 50 HP: 93.
-1 HP: 113.
-Mini Crit: 45-153.
-Critical Hit: 99-339.
Accuracy: N/A.
Rate of Fire: Swing (medium-fast).
Range: Melee.
Reload Speed: N/A.
Weapon Slot: 3.
Alt-Fire: None.
Can be acquired through: 5 Soldier Achievements, Random Drop, Crafting.
Replaces: Spade.
Level: 10.
The Soldier also managed to raid a few mines in his spree, and also took a few
pickaxes on his trip home. Despite his bloodlust, the Soldier normally can't
stand to see intense bladed violence, unless he's too distracted to notice (in
that case, he'll become more and more vicious).
Anyone trying to smack down a Soldier using an Equalizer better be careful;
when the Soldier's Health goes down, the strength AND swinging speed of the
Equalizer begins to increase! The running speed of the Soldier also increases.
The effects of the running speed are only applied if the Soldier has it in his
hand, and he cannot be healed by Medics while carrying it.
************
*Pain Train*
************
Clip Size: N/A.
Carrying Capacity: N/A.
Power:
-Short Range: 59-72.
-Mini Crit: 88.
-Critical Hit: 195.
Accuracy: N/A.
Rate of Fire: Swing (medium).
Range: Melee.
Reload Speed: None.
Weapon Slot: 3.
Alt-Fire: None.
Can be acquired through: Random Drop, Crafting.
Replaces: Spade.
Level: 5.
Along with the Gunboats, the Soldier was given the (pretty simplistic) Pain
Train for not disobeying his company's contract.
The Pain Train has no unique features as a weapon itself. However, it allows
the user to become more efficient at Capturing Control Points and moving
Payload Carts. In exchange, the user is 10% more vulnerable to bullets.
-----------
2.23 > Pyro <
-----------
The Pyro is an enigma. Nobody knows who he is, what the colour of his skin is,
or even if he's a guy! The only thing we know about this person is that
he/she's obsessed with fire.
The Pyro is a deadly up-close fighter. One moment in front of a hostile Pyro's
face and then prepare to have a plan to find some water! Since the Pyro is
deadly up close, the maniac dislikes being out in the open. Because the Pyro
plays with fire, the Pyro's effectiveness is decreased in the water. The Pyro
can use the Compression Blast to reflect explosive projectiles away, making
the Pyro more effective against Soldiers and Demomen these days. The Air Blast
can also be used against enemy Ubercharges and other Pyros, and can be used to
extinguish fires on teammates. The Pyro's unlockable weapons enhance the Pyro's
fighting skills in extremely close or far ranges.
Maximum Health: 175.
Maximum Overheal: 260.
Speed: 100%.
Suggested Players: 1-3.
Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Pyro
Weapons:
**************
*Flamethrower*
**************
Clip Size: None.
Carrying Capacity: 200.
Power (per particle):
-Short Range: 4.4-8.8.
-Mini Crit: 5.9-11.9.
-Critical Hit: 12.1-24.2.
-Burn Damage: 5-6 per second.
Accuracy: High.
Rate of Fire: Automatic (very fast).
Range: Very Short.
Reload Speed: None.
Weapon Slot: 1.
Alt-Fire: Air Blast.
What else makes a Pyro a Pyro? In the early stages of fire-starting, people
began to note the weaknesses of the Riller Flamethrower; being vulnerable to
explosives being too fast. The Air Blast was added in later productions of
Flamethrowers, capable of reflecting large projectiles, as well as doing other
things.
The Flamethrower is pretty much self explanatory. The lethal insturment of
destruction lights its victims on fire, and makes them lose damage over time.
In TFC, it only lit people on fire. In TF2, using the Flamethrower on a person
already on fire not only prolongs their period of insanity, but also gives them
incredible damage! This weapon is also useful for Spy-Checking. A Flamethrower
combined with Critical Hits is very effective. Whenever the Fires from the
Flamethrower hit an enemy, it will make a sizzling sound. Additionally, the
Flamethrower features the Compression Blast, which uses up 20 Flamethrower
cells. The Compression Blast can also blow other players away, without doing
damage, as well as certain projectiles and Ubercharged players. Projectiles
repelled by the Air Blast turn into Mini-Crits.
Whenever someone is on fire, they also glow as their colour on their team. This
also applies to Disguised Spies, so be sure to Spy-Check whenever possible to
reveal any traitors' true colours!
*********
*Shotgun*
*********
Clip Size: 6.
Carrying Capacity: 32.
Power:
-Short Range: 80-90.
-Medium Range: 10-30.
-Long Range: 3-10.
-Mini Crit: 8/pellet.
-Critical Hit: 18/pellet.
Accuracy: Low.
Rate of Fire: Pump.
Range: Short.
Reload Speed: Varies.
Weapon Slot: 2.
Alt-Fire: None.
Pyros too are assigned Casali Shotguns, in case they find themselves forboding
of fire.
The Secondary Weapon for the Pyro. The Shotgun is the Pyro's only chance of
fighting at ranges. It also allows the Pyro to finish of his/her victims when
they are on fire. If the Pyro has to fight in bodies of water, use this Weapon.
*****
*Axe*
*****
Clip Size: N/A.
Carrying Capacity: N/A.
Power:
-Short Range: 43-87.
-Mini Crit: 88.
-Critical Hit: 195.
Accuracy: N/A.
Rate of Fire: Swing (medium).
Range: Melee.
Reload Speed: None.
Weapon Slot: 3.
Alt-Fire: None.
The Pyro lied and claimed to be a firefighter to get a hold of this weapon.
Naughty naughty!
This is pretty much a simple fireman's tool to chop down doors (but not the
ones in battlefields), as well as hostile foes.
************
*Backburner*
************
Clip Size: None.
Carrying Capacity: 200.
Power (per particle):
-Short Range: 5.1-10.1.
-Mini Crit: 6.8-13.7.
-Critical Hit: 13.9-27.8.
-Burn Damage: 5-6 per second.
Accuracy: High.
Rate of Fire: Automatic (very fast).
Range: Very Short.
Reload Speed: None.
Weapon Slot: 1.
Alt-Fire: None.
Can be acquired through: 16 Pyro Achievements, Random Drop, Crafting.
Replaces: Flamethrower.
Level: 10.
The Backburner was not always a popular weapon; it lacked the Air Blast most
Pyros revered in exchange for increased damaged to the rear. Though it at first
allowed the Pyro to become more physically fit, the Pyro was unable to tell the
difference in health between the two Flamethrowers, and denounced the
Backburner completely. Now it does more firepower, bringing the Pyro to a
debatable decision again.
The Backburner removes the Compression Blast ability, but will always fire
Critical Hits when using this weapon on a victim's back. With the Backburner,
the Pyro must think more like a Spy. Also, the Backburner is NOT designed for
any suicidal charges (even though it does more base damage than the
Flamethrower).
***********
*Flare Gun*
***********
Clip Size: N/A.
Carrying Capacity: 16.
Power:
-Base: 30.
-Mini Crit: 41.
-Critical Hit: 90.
-Burn Damage: 5-6 per second
Accuracy: High.
Rate of Fire: Single (slow).
Range: Long.
Reload Speed: Long.
Weapon Slot: 2.
Alt-Fire: None.
Can be acquired through: 10 Achievements, Random Drop, Crafting.
Replaces: Shotgun.
Level: 10.
The Pyro also lied and pretended to be a lifeguard. The Pyro got the Flare Gun
as a result, using it to light enemies on fire from afar rather than signalling
for help. When will the Pyro learn?
The Flare Gun gives Pyros a better chance of survival in the open. The Flare
Gun causes enemies to get lit on fire even if the Pyro isn't up close and
personal. The Flare Gun deals more damage to those who are already on fire. If
a Flare hits someone from far away, it's a Critical Hit.
**************
*Axtinguisher*
**************
Clip Size: N/A.
Carrying Capacity: N/A.
Power:
-Short Range: 23-43.
-Mini Crit: 45.
-Critical Hit: 195.
Accuracy: N/A.
Rate of Fire: Swing (medium).
Range: Melee.
Reload Speed: N/A.
Weapon Slot: 3.
Alt-Fire: None.
Can be acquired through: 22 Pyro Achievements, Random Drop, Crafting.
Replaces: Axe.
Level: 10.
In spare time, the Pyro added a few barbed wires to the Axe, somehow making it
more powerful on lighted foes, but weaker against everything else! Even the
Pyro doesn't know how that works.
This special Axe only does half the damage the regular Axe does, but will
always have Critical Hits on firey targets. Use this for ambushing.
*************
*Homewrecker*
*************
Clip Size: N/A.
Carrying Capacity: N/A.
Power:
-Short Range (Player): 42-55.
-Short Range (Building): 130.
-Mini Crit (Player): 66.
-Mini Crit (Building): 176.
-Critical Hit (Player): 146.
-Critical Hit (Building): 392.
Accuracy: N/A.
Rate of Fire: Swing (medium).
Range: Melee.
Reload Speed: N/A.
Weapon Slot: 3.
Alt-Fire: None.
Can be acquired through: Random Drop, Crafting.
Replaces: Axe.
Level: 5.
The Pyro imitated Ghallagher at one time too. That is all.
The Homewrecker is an effective weapon against Engineer Structures, should the
Pyro be in need of conserving ammo (which, in any case, the Pyro shouldn't be).
However, its more important perk is that it can remove Sappers off of friendly
Structures, much like the Engineer's Wrench.
--------------
2.24 > Demoman<
--------------
A Black, Scottish, Cyclops warrior, the Demoman is always jealous of many of
his opponents, often because they have two eyes! He may be drunk, but he also
knows where to "Set up them the Bomb", being drunk or sober!
The Demoman excells at making traps. Planting Sticky Bombs on the right places
can turn the tide of the battle! Regular Grenades can also hold the enemy off
for a while, as well as making certain Engineers angry. Like the Soldier, the
Demoman can jump to amazing heights with his Sticky Bombs, and is quite
durable. The Demoman is also one of the prime candidates for destroying enemy
Sentry Guns, thanks to his Sticky Bombs. Arguably, the Demoman proves to be one
of the most versitale Classes in the game. With his new unlockable gear, the
Demoman can either choose to be a direct warrior, or a sneaky trapster.
Maximum Health: 175 (150-210 with Eyelander equipped).
Maximum Overheal: 260 (225-315 with Eyelander equipped).
Speed: 93% (93%-123% with Eyelander equipped, 78% with Skullcuter equipped).
Suggested Players: 1-3.
Tutorial Video: http://tf2wiki.net/wiki/How_to_play_the_Demoman
Weapons:
******************
*Grenade Launcher*
******************
Clip Size: 4.
Carrying Capacity: 16.
Power:
-Direct Hit: 81-111.
-After Bouncing: 22-64.
-Mini Crit Direct:
-Mini Crit After Bouncing:
-Critical Direct Hit: 280-300.
-Critical Hit After Bouncing: 190.
Accuracy: N/A.
Rate of Fire: Semi (medium).
Range: Short.
Reload Speed: Varies.
Weapon Slot: 1.
Alt-Fire: Detonate Sticky Bombs.
Borrowed from the British Grenadier Squads, Demomen are issued M79 Grenade
Launchers, suited for launching pipe bombs across a predictable arc. Though the
Grenade Launcher holds six chambers, only four grenades can be held in the
weapon at a time (Demomen say it's too heavy to lift it otherwise).
The Grenade Launcher is the Demoman's Basic Weapon. If he ever needs to fight
a foe directly, he should use this. This is good for attacking heavily-armoured
bad guys, as well as Sentry Guns. It's also possible to fire above certain
boundaries of the map and into an area where the enemy could be present. The
grenades will explode in a few seconds or when it hits a target. If the grenade
does not hit a target during launch, the grenade simply rolls and explodes
eventually.
**********************
*Sticky Bomb Launcher*
**********************
Clip Size: 8.
Carrying Capacity: 24.
Power:
-Close to Bomb: 47-90.
-Very close to Bomb: 60-124.
-Directly on top of Bomb: 74-153.
-Mini Crit: 162.
-Critical Close to Bomb: 180.
-Critical Very close to Bomb: 261.
-Critical Directly on top of Bomb: 353.
Accuracy: N/A.
Rate of Fire: Semi (medium).
Range: Varies.
Reload Speed: Varies.
Weapon Slot: 2.
Alt-Fire: Detonate Sticky Bombs.
Though the M79 is the standard issued weapon of the Demoman, the Johnson Sticky
Bomb Launcher stands among the rest in the Demoman's arsenal. While it was
originally designed to secure and protect property, the nature of the Sticky
Bomb allowed it to become a deadly offencive weapon. No Demoman is a true
Demoman without the Sticky Bomb Launcher!
The Demoman can also plant some explosives on key areas. The Demoman can place
up to Eight bombs in the whole map. Hold the trigger to fire the Bomb farther.
Simply use Alt-Fire to detonate the Sticky Bombs. In TFC, the two weapons were
the same weapon, and had to be reloaded at the same time. In TF2, the weapons
and ammunition are separate, and now the Demoman can defend himself, even if
he's recently planted a trap. The Demoman can reach insanely tall heights like
the Soldier. To do this, plant a single Sticky Bomb on the ground, then
detonate it when on top of it (whilist jumping). The Sticky Launcher is an
excellent weapon for taking out enemy Sentries as well. Highly skilled Demomen
are capable of using Sticky Bombs against almost every target by planting
Sticky Bombs under or near their targets.
Be warned as Sticky Bombs can be destroyed by bullets and Scottish Resistance
Bombs. They can also be scattered by the Air Blast and explosions. Sticky Bombs
also disappear if the Demoman who planted them gets killed.
********
*Bottle*
********
Clip Size: N/A.
Carrying Capacity: N/A.
Power:
-Short Range: 43-87.
-Mini Crit: 88.
-Critical Hit: 195.
Accuracy: N/A.
Rate of Fire: Swing (medium).
Range: Melee.
Reload Speed: N/A.
Weapon Slot: 3.
Alt-Fire: Detonate Sticky Bombs.
The Demoman is an alchoholic, and he's not afraid to admit that. However, his
addiction to Rum (and Whiskey) has been reduced significantly due to the
demanding focus of the battlefield.
The Bottle is the only (default) weapon that the Demoman has that isn't
explosive, and has instant contact. Other than that, the Bottle isn't that
special other than breaking during critical hits.
****************
*Chargin' Targe*
****************
Purpose: Grants the Demoman 50% Fire resistance and 50% Explosion resistance.
Alternate Fire causes the Demoman to charge in a line.
Weapon Slot: N/A.
Alt-Fire: Targe Charge.
Can be acquired through: 5 Demoman Achievements, Random Drop, Crafting.
Replaces: Sticky Bomb Launcher.
Level: 10.
Given by TF Industries in response to an unwanted friendship, the Chargin'
Targe was given to the Demoman for use in older types of combat. The Targe is
powerful enough to withstand explosions and fire.
The Chargin' Targe is akward to use, but it does give the Demoman substantial
benefits towards Soldiers, Demomen, and Pyros. He can also charge in a straight
line (not unlike Left 4 Dead 2's Charger), which can deal a bit of damage on
its own (more so if more Heads from the Eyelander are obtained). Charging is